Emulation accuracy: Difference between revisions

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*'''[[FPGA]]''' is a type of microchip that can reconfigure itself after it has been manufactured, hence "field-programmable". The technology has found use in alternative to software emulation as it can reimplement the hardware without having to resort to any kind of binary translation to a computer platform's native code. Instead of adhering to an instruction set or a programming language, FPGA chips are instead programmed using a hardware descriptor language (HDL) that describes the components and logic needed to run the software. This programming isn't permanent; corrections and other changes can be made afterwards so that it isn't limited to one application like an ASIC.
*'''[[FPGA]]''' is a type of microchip that can reconfigure itself after it has been manufactured, hence "field-programmable". The technology has found use in alternative to software emulation as it can reimplement the hardware without having to resort to any kind of binary translation to a computer platform's native code. Instead of adhering to an instruction set or a programming language, FPGA chips are instead programmed using a hardware descriptor language (HDL) that describes the components and logic needed to run the software. This programming isn't permanent; corrections and other changes can be made afterwards so that it isn't limited to one application like an ASIC.


If emulators are accurate enough, it produces much fewer audio and video glitches, usually at the cost of more processing power needed. It's often achieved by using tighter synchronization. This means the more accurate an emulator is, the lesser deviations there are from real hardware behavior but the more demanding it is. In another way, instructions given to both the program and the hardware (original intentions) results in both outputting the same result (mimics). Ironically, that aspect might at times be at odds with how authentic the experience is, when it introduces [[input lag]]. A similar debate surrounds CRT shaders as well. Not to mention the hardware intensive nature of very accurate emulators for later consoles may be at odds with the emulator's usability, especially with the recent collapse of Moore's Law (in layman's terms, you can't just "buy a better PC" if semiconductor technology does not catch up fast enough with what it takes for accurate emulation that makes zero compromises for optimizing speed). As a result, accuracy and emulator authenticity continue to be controversial subjects and highly a matter of opinion depending on what aspect of the experience the user values more.
If emulators are accurate enough, it produces much fewer audio and video glitches, usually at the cost of more processing power needed. It's often achieved by using tighter synchronization. This means the more accurate an emulator is, the lesser deviations there are from real hardware behavior but the more demanding it is. In another way, instructions given to both the program and the hardware (original intentions) results in both outputting the same result (mimics). Ironically, that aspect might at times be at odds with how authentic the experience is, when it introduces [[input lag]]. A similar debate surrounds [[Shaders,_filters,_and_sound|CRT shaders]] as well. Not to mention the hardware intensive nature of very accurate emulators for later consoles may be at odds with the emulator's usability, especially with the recent collapse of Moore's Law (in layman's terms, you can't just "buy a better PC" if semiconductor technology does not catch up fast enough with what it takes for accurate emulation that makes zero compromises for optimizing speed). As a result, accuracy and emulator authenticity continue to be controversial subjects and highly a matter of opinion depending on what aspect of the experience the user values more.


==Types==
==Types==